“The team is separated geographically and has other commitments, meaning our schedules rarely align well. It has been vital for us to have different people to work on different parts of the game simultaneously, and then synchronizing the project. We think Defold is a neatly packaged engine that has been a nearly perfect fit for the Hammerwatch project.”

“Having a high-quality standard for a 2D game means there will be a lot of big sprites, so in our case, Defold’s usage of tile sources worked particularly well for sprite animations and gathering same type sprites in one place. The engine also allowed for fast building and testing on several devices, which is very much needed when making these types of games.”

“The mobile workflow in particular has been a joy to work with since you can quickly try your new implementations without having to wait for long compilations that just eats time. The engine itself is pretty straightforward and converting the entire prototype of the game from Unity to Defold did not take much time at all, we quickly got the core features up and running.”